
Sign up to save your podcasts
Or


Tempest, Atari's groundbreaking vector shooter from 1981, was built on color vector graphics, a rotary spinner controller, and wildly original tunnel-based gameplay. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became one of the most unique and influential arcade games of its era.
Scramble, Konami's side-scrolling shooter from 1981, was built on forced scrolling, fuel management, and multi-stage progression that gave players a real mission to complete. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became a foundational title in arcade history and a launching point for Konami's future classics.
Galaga, Namco's fixed space shooter from 1981, was built on multi-CPU hardware, dual-fighter mechanics, and precise bullet logic that redefined the genre. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became one of the most iconic and widely collected arcade games of all time.
Frogger, Sega/Gremlin's traffic-dodging arcade hit from 1981, was built on deceptively simple joystick controls, grid-based gameplay, and one determined frog. This episode covers how it was developed by Konami, the hardware behind it, the strategies expert players used, and how it became a massive cultural and commercial success in arcades around the world.
Donkey Kong, Nintendo's genre-defining platformer from 1981, was built on character-driven storytelling, multi-screen level design, and clever hardware limitations. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became one of the most influential and successful arcade games of all time.
Battlezone, Atari's immersive 3D tank combat game from 1980, was built on vector graphics, dual joystick controls, and a pioneering first-person perspective. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became one of the most innovative and influential arcade games of the golden age.
Phoenix, Amstar Electronics' ambitious fixed shooter from 1980, was built on multi-stage gameplay, colorful alien birds, and one of the first arcade boss fights. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became a defining moment in early arcade innovation and one of the most cloned games of its time.
Berzerk, Stern Electronics' talking maze shooter from 1980, was built on randomized level design, relentless enemy pressure, and the unforgettable menace of Evil Otto. This episode covers how it was developed by Alan McNeil, the hardware behind its speech synthesis and fast-paced gameplay, the strategies expert players used to outlast its robotic hordes, and how it became one of the most iconic and memorable arcade games of the golden age.
Missile Command, Atari's iconic base defense arcade game from 1980, was built on raster graphics, a trackball controller, and a relentless doomsday theme that mirrored Cold War fears. This episode covers how it was developed, the hardware behind it, the strategies expert players used, and how it became one of the most emotionally resonant and unforgettable games of the golden age.
From the publisher's feed